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    Pengaruh Representasi Kultur Indonesia melalui Desain Visual dalam Game Beat’em Up terhadap Pengalaman Bermain Pemain dengan Evaluasi Game Experience Questionnaire (GEQ)

    Analyzing the Impact of Indonesian Cultural Representation through Visual Design in Beat’em Up Games on Player Experience Using the Game Experience Questionnaire (GEQ)

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    Date
    2025
    Author
    Alvinsyah, Zhafran
    Advisor(s)
    Putra, Mohammad Fadly Syah
    Siregar, Baihaqi
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    Abstract
    This study explores the impact of representing Indonesian social culture in the visual design of a beat’em up game on players’ gameplay experience. In this context, social culture refers to the unique elements of Indonesian daily life integrated into the game environment. The objective of this research is to examine how the application of Indonesian cultural themes can shape the player’s gameplay experience. The method used is a user experience evaluation through the Game Experience Questionnaire (GEQ), which consists of three modules: In-Game, Core, and Post-Game Questionnaire. The game was developed using Unity 2D and distributed via the itch.io platform, then tested by respondents aged 15–35 with basic PC gaming experience. The evaluation was conducted by distributing GEQ questionnaires to assess players’ perceptions of their gameplay experience. The results indicate that the game provided a highly positive user experience overall. Components such as Competence (average ~4.25), Positive Affect (~4.21–4.27), and Immersion (~3.98–4.02) received high scores, indicating strong engagement and satisfaction. Meanwhile, negative aspects such as Tension, Negative Affect, and Tiredness received low scores (~2.00–2.32), suggesting minimal emotional discomfort during gameplay. The Flow level was moderate (~3.2–3.3), indicating steady focus without excessive absorption. The Challenge component also scored moderately (~2.86), showing that the game successfully offered a balanced level of difficulty. After playing, participants reported a satisfying post-game experience, with a high Positive Experience average score of 3.94 and a low Negative Experience score of 2.11. Overall, the game succeeded in delivering an enjoyable, motivating, and immersive experience with minimal negative impact. This research is expected to serve as a reference for the development of local games that not only entertain but also represent Indonesian cultural identity in a contextual and engaging manner.
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    https://repositori.usu.ac.id/handle/123456789/106301
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    Repositori Institusi Universitas Sumatera Utara - 2025

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    Repositori Institusi Universitas Sumatera Utara - 2025

    Universitas Sumatera Utara

    Perpustakaan

    Resource Guide

    Katalog Perpustakaan

    Journal Elektronik Berlangganan

    Buku Elektronik Berlangganan

    DSpace software copyright © 2002-2016  DuraSpace
    Contact Us | Send Feedback
    Theme by 
    Atmire NV